![]() |
#141
|
||||
|
||||
![]()
"It also needs to get smarter in terms of when to break a fight or a pursuit and when to continue. While in old IL2 they stuck to one's tail forever this is fortunately no longer the case and they break off smarter than in the previous game. However, they lack bite considerably. After a few minutes they just form up and fly home and you can just shoot them down without reaction from them."
This is way too true..its much like the AI in BoBII when it first came out: you just wait til they turn for home for sausage & mash ( or frites) and pick them off one by one. They only seem mildly annoyed when one of their fellows falls away into the Channel & then resume their happy droning home,This is the time to hit them instead of the dogfight when both them & their aircraft are able to do crazy StarWars manuevers that I cannot possibly follow at 14-24 FPS!!! It does create bad habits tho ,when going back to Il-2 where the AI are way more intelligent while their aircraft are limited to the rule of physics in the real world. |
#142
|
|||
|
|||
![]()
One thing that's very annoying is the eyes in the back. I want to surprise a fighter from behind and not that he's always evaiding as soon as I'm less than 300 yards away.
|
#143
|
|||
|
|||
![]() Quote:
Less favourable are the sudden and very rapid directional changes when it comes to air combat and formation changes. They're too sudden and too much ufo-like, bombers included. When wingmen joining their leader it seems like they're trying to commit suicide. They fly straight at you and at the very last moment do a loop-di-loop and join you at your wing ![]() I do enjoy playing the game however, but really wish to see some AI and AI commands improvements in the next patch. Some ground vectoring would be nice as well. Rgs, FP
__________________
Intel Core i7 2600 @ default clocks MSI P67A-GD65A Motherboard Vertex2 SSD Raid1 1 Tb data disk 8GB DDR3-1600 MSI Geforce 680GTX @ default clocks Hotas Cougar X-Fi Music |
#144
|
|||
|
|||
![]()
Actually I have the feeling that it always breaks as soon as I am about to get a good shot at it, sometimes it even breaks in the instant I push the trigger. It's one of the things that's killing the offline gaming part for me (toghether with performances).
|
#145
|
|||
|
|||
![]()
I noticed that too. They break as soon as I press the trigger.
![]() Also, yesterday I was flying a 109 E4 against Defiants, and I was seriously outpaced by them. There's not much CEM to do in the 109 with its automatic pp, so I don't know why full throttle wasn't enough... It seems that the AI doesn't even use the FM of the actual plane. They always climb away, or run away, never lose E, etc...if you still get behind them tehy start rolling and rolling and rolling, in a screaming dive of 400 mph, your plane barely moves and the metal squeaks, but the AI still rolls like an F16. So: 1) give the AI the same FM a human would use, and don't let them manage their plane perfectly either. 2) restrict their visibility and reflexes. (like in BoB2 WoV) 3) make them act human, i.e. more variety of maneuvers, trying to use their plane's strenghts, not only barrel rolls and occasional scissors. (like in BoB2 WoV) |
#146
|
|||
|
|||
![]() Quote:
|
#147
|
|||
|
|||
![]()
Little OT. How is that game, is it still worth it? How does it compare to Il-2 1946?
|
#148
|
|||
|
|||
![]()
In BOBII the AI and the player use the same FM and code so they are equal with only two exceptions (1) the AI do not black out or white out and (2) the AI can see through clouds (the AI do have blind spots as they can not see through the solid A/C parts [wings, rear, nose, etc] or see into the sun). Customers do sometimes complain that the AI can pull more G's and does not black out but in my opinion the advantage is small against a human pilot.
In BobII the AI can stall, spin, crash, and do stupid things. The AI ability to fly effectively is controlled with "skill level" which the player can select in Instant Action Missions and skill level is assign or user controlled in the Dynamic Campaign (both commander and Single Pilot). The higher skill level AI are more effective in Air Combat as they have the ability to fly more maneuvers and they fly each maneuver more effectively and efficiently. In BOBII we have over 80 complex maneuvers for selection (both the aggressive and defensive maneuvers) for the fighters (Spit,Hurri,109.110) and over 50 simple maneuvers for selection for the JU87 and Defiant Last edited by buddye; 11-12-2011 at 07:28 PM. |
#149
|
|||
|
|||
![]() Quote:
Today, even after many patches, even with just 1 plane in the air and a few ground objects, the terrain still does not load smoothly on a very high end system. Adding more ram and more cpu power hardly makes a difference because the game is unable to use it. To me it seems the real root cause is the game engine itself. Only when they've managed to fix this they will have time to look into the AI. We can only hope - and Luthier mentioned a ~ 50% improvement - they'll find what the real trouble with the current CoD game engine is. Right now, it's still not running smoothly, especially when compared to IL2 10 years ago. Rgs, FP
__________________
Intel Core i7 2600 @ default clocks MSI P67A-GD65A Motherboard Vertex2 SSD Raid1 1 Tb data disk 8GB DDR3-1600 MSI Geforce 680GTX @ default clocks Hotas Cougar X-Fi Music |
#150
|
|||
|
|||
![]() Quote:
Just out of curiosity, but what if you 'commercialize' this knowledge you have on flight sim AI? How hard would it be and how much time would be needed? Now every game has it's own AI (mostly flawed and buggy at first) and each developer seems to make the same mistakes over and over again. First person shooter AI is different from flight sim AI, I understand that, but BoB2 and Cod are essentially the same: ww2 flight sims. They have the same number of planes in the air, same type of fighters and bombers. Even more modern flight sims would be able to make use of the AI tables/matrices and set of maneuvers you made for bob2, right? AI pilots remain AI pilots, whatever the time period, so mimicking human behavior is the constant here. It's just the capabilities and tactics that change when new weapons platforms emerge. It would be really nice to see some real progress in this field, that's all ![]() Rgs, FP
__________________
Intel Core i7 2600 @ default clocks MSI P67A-GD65A Motherboard Vertex2 SSD Raid1 1 Tb data disk 8GB DDR3-1600 MSI Geforce 680GTX @ default clocks Hotas Cougar X-Fi Music |
![]() |
|
|